• 제목/요약/키워드: externalities

검색결과 112건 처리시간 0.029초

신제품의 확산 결정요인 : 연립방정식 접근법 (The Determinants of New Product Diffusion : A Simultaneous Equation Approach)

  • 윤충한;이지훈
    • 산업경영시스템학회지
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    • 제38권3호
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    • pp.149-158
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    • 2015
  • The purpose of this paper is to investigate the determinants of new product diffusion. We seek to document and explain systematic features of product diffusion. In this essay, we examine the well-documented empirical regularity that the speed of diffusion has accelerated during the twentieth century. The empirical results show that the main source of acceleration are faster declines in prices. Faster price declines make the product affordable to more consumers within a given period of time. Based on theories of intertemporal price discrimination and learning-by-doing, the association between the speed of adoption and the speed of price decline was explained. Faster price declines are attributed to several product characteristics as well as changes in income distribution. Above all, the introduction of consumer electronic products in more recent years can be regarded as the most important factor in accelerating price declines. Consumer electronic products are technologically different from non-electronic goods, in that semiconductors are important components. As the price of semiconductors has dropped rapidly, the falling production costs can be rapidly incorporated to the price of consumer electronic goods. Furthermore, most of the recently introduced consumer electronic products have network externalities, and many products with network externalities require complementary products. A complementary product becomes more readily or cheaply available as more people have the main product. One major difference between previous studies and this study is that the former focuses only on the factors that operate directly on the speed of adoption, while this study incorporated factors that work through price changes as well as the factors that work directly on the speed of adoption.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

아산시 국지적 난개발 발생 가능지역 탐색 방안 실증연구 (Examination of Potential Unplanned Land Use in Asan City with a Spatial Analysis Method)

  • 이경주;임준홍
    • 토지주택연구
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    • 제13권3호
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    • pp.69-81
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    • 2022
  • 무계획적 토지이용 즉, 난개발은 다양한 부정적 외부효과를 초래한다. 우리나라는 과거 도시지역과 비도시지역 경계를 중심으로 난개발로 인한 상당한 사회경제적 비용을 경험한 바 있다. 무계획적 토지이용은 다양한 요인의 상호작용 결과로 볼 수 있다. 따라서 무계획적 토지이용이 집중적으로 발생하는 지역을 중심으로 난개발로 인한 부정적 외부효과가 지속되지 않도록 법·제도적 조치를 강화할 필요가 있다. 이 연구에서는 무계획적 토지이용이 집중된 공간 군집지역을 효과적으로 찾아내는 탐색하기 위한 공간분석 방법론을 제시한다. 이를 아산시에서 발생한 개별 개발행위에 실증·적용하여 난개발 발생지역을 찾아내고, 지자체 수준에서 중장기 성장관리전략을 수립할 때 의사결정 지원정보로서 활용성을 살펴본다.

위계선형모형을 이용한 인적자본의 외부효과 분석 (An Analysis on Human Capital Externalities Using Hierarchical Linear Model)

  • 박정호;이희연
    • 한국경제지리학회지
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    • 제12권4호
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    • pp.627-644
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    • 2009
  • 지식기반사회로 진전됨에 따라 경제성장의 원동력으로서 인적자본(human capital)의 중요성이 부각되면서 인적자본의 외부효과에 대한 관심이 매우 높아지고 있다. 본 연구는 근로자의 임금에 영향을 주는 결정요인을 개인 수준, 기업 수준, 지역 수준별로 위계선형모형을 구축하여 인적자본의 외부효과를 분석하는데 목적을 두었다. 또한 지식확산의 강도가 학력그룹별로 다를 것이라는 가설 하에서 고학력자 그룹과 저학력자 그룹의 인적자본의 외부효과를 비교하였다. 3단계 위계선형모형 추정 결과 지역의 평균 교육수준이 1년 증가할 때 근로자의 평균 임금이 4.4% 상승하는 것으로 나타나, 인적자본의 외부효과가 있음을 말해준다. 이러한 인적자본의 외부효과는 학력수준 집단별로 차이를 보이는 것으로 나타났다. 즉, 학력수준을 고졸 이하와 전문 일반대 졸업, 그리고 석 박사 졸업으로 그룹화하여 인적자본의 외부효과를 산출한 결과 각각 3.0%, 4.7%, 11.8%로 나타나, 고학력으로 갈수록 인적자본의 외부효과가 더 크게 나타나고 있다. 이와 같이 학력 수준별 인적자본의 외부효과가 상이하게 나타나며, 고학력으로 갈수록 외부효과가 더 커지고 있다는 점을 고려해 볼 때 지방의 경쟁력을 살리기 위해서는 인적자본의 외부효과를 높일 수 있는 방안을 적극적으로 모색하여야 할 것이다.

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Cultural Exchange and Its Externalities on Korea-Africa Relations: How Does the Korean Wave Affect the Perception and Purchasing Behavior of African Consumers?

  • Ochieng, Haggai Kennedy;Kim, Sungsoo
    • East Asian Economic Review
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    • 제23권4호
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    • pp.381-407
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    • 2019
  • The Korean wave has become a global phenomenon whose effect has been widely studied in Asia, Europe and the US. However the presumption of cultural distance makes it appear unlikely that the Korean wave could gain traction among African consumers of cultural products. As such, a dearth of evidence exists on the effects of the wave in Africa. This paper examines the effect of the wave in East African countries employing both descriptive and Probit model analyses. The results show that, contrary to conventional beliefs, most Africans surveyed perceive value proximity with Korea through the values conveyed in Korean dramas, movies and music. Confucius values, such as filial piety, family love and respect for the elderly are the most appealing to the East African audience. Importantly, contact with Korean wave contents contributes to the respondents' disposition to form favorable attitude towards Korea. The African consumers of Korea's cultural products are equally likely to purchase other Korean commercial products. These results remotely suggest that Hallyu may be a tool for advancing Korea's soft power towards Africa and could generate positive economic externalities.

양면시장형 컨버전스 산업생태계에서 플랫폼 경쟁에 관한 진화게임 모형 (An Application of Evolutionary Game Theory to Platform Competition in Two Sided Market)

  • 김도훈
    • 한국경영과학회지
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    • 제35권4호
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    • pp.55-79
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    • 2010
  • This study deals with a model for platform competition in a two-sided market. We suppose there are both direct and indirect network externalities between suppliers and users of each platform. Moreover, we suppose that both users and suppliers are distributed in their relative affinity for each platform type. That is, each user [supplier] has his/her own preferential position toward each platform, and users [suppliers] are horizontally differentiated over [0, 1]. And for analytical tractability, some parameters like direct and indirect network externalities are the same across the markets. Given the parameters and the pricing profile, users and suppliers conduct subscription game, where participants select the platform that gives them the highest payoffs. This game proceeds according to a replicator dynamics of the evolutionary game, which is simplified by properly defining gains from participant's strategy in the subscription game. We find that depending on the strength of these network effects, there might either be multiple stable equilibria, at which users and suppliers distribute across both platforms, or one unstable interior equilibrium corresponding to the market tipping in favor of either platform. In both cases, we also consider the pricing power of competing platform providers under the framework of the Stackelberg game. In particular, our study examines the possible effects of the type of competition between platform providers, which may constrain the equilibrium selection in the subscription game.

헤도닉모델을 이용한 소음 외부효과의 평가 (Assessment of Noise Externalities by Using Hedonic Price Model)

  • 권석재;토마스 글리갈루나스;이문숙;강길모
    • 해양환경안전학회지
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    • 제14권4호
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    • pp.275-287
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    • 2008
  • 소음의 외부효과는 현대사회에서 흔히 발견되는 문제라고 할 수 있다. 소음은 재산적 피해와 같은 외부효과를 발생시키며, 따라서 소음으로 인한 재산피해를 평가하고 효과적 해결책을 찾아내는 연구는 매우 중요하다고 할 수 있다. 분석결과는 통계적 유의성이 있으며, 소음이 재산적 가치에 부정적 효과가 있음을 보여 주고 있다. 모형의 주요 결과로는 소음 단위(데시빌)당 피해액이 추정(5,000 달러${\ast}$로그(dB))되었고, 추정된 소음피해함수(잠재가격함수)는 소음의 한계효과가 감소함을 나타내고 있다.

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소셜 네트워킹 사이트에서 네트워크 외부성이 지식공유 의도에 미치는 영향: 사회적 자본과 온라인 정체성 관점 (An Effects of Network Externalities for Knowledge Sharing Intention in Social Networking Sites: Social Capital and Online Identity Perspective)

  • 이정민;정남호
    • 지식경영연구
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    • 제13권3호
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    • pp.1-16
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    • 2012
  • Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.

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한국 온라인게임 산업의 서비스 혁신패턴 분석 (Analysis of Innovation Patterns of Korean Online Game Industry)

  • 남영호
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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